I do not have this book or the galaxy guide and was more just wondering if these books are conversion books for the rifts dimension books for heroes unlimited, or have their own worlds to play heroes in or something else?

_________________Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason than that of blindfolded fear. -Thomas Jefferson

I do not have this book or the galaxy guide and was more just wondering if these books are conversion books for the rifts dimension books for heroes unlimited, or have their own worlds to play heroes in or something else?

They're for playing the alien races in the HU universe. They're written for that setting in mind, not Rifts. You'll need the main HU (either old or new edition) book to create a PC. That said, there are conversion notes that fill in what the conversion book lacks.

Like if the Avengers movies were Heroes Unlimited, Guardians of the Galaxy would be the Aliens Unlimited books. Which would make Rifts the MCU movies, plus the DC ones. And the Xmen. And Star Wars. And Freddy Vs Jason. Okay, and pretty much all the movies is what Rifts would be in this analogy.

So in my example while AU games (GotG) take place in the HU (MCU) universe, most of the time they don't happen on Earth (where all the MCU movies except for the GotG series take place).

Last edited by The Beast on Tue Sep 05, 2017 12:32 am, edited 1 time in total.

So then the aliens unlimited books would be all that was needed for space heroes adventures like the aforementioned guardians or like a lantern corps type setting?

Well you'd still need the HU2 book for character creation, and maybe the HUGMG. And if you're doing something set in space you'd definitely want the AUGG because it has the best starship construction rules in any Palladium book, plus it expands the AU setting more.

I already have hu2nd ed, but I should look at the gmg in addition to the alien books. But what about the powers books for unique hero/anti-hero/villains? Any other hu books that might help?

The three PU books will add to the available powers you can use. I don't recall anything being alien-specific in them, but I'm sure there's something that could fit (Super Soldier comes to mind). If I were to be in an AU setting game I'd have the following books:

Useful for plundering ideas/stuff out of, but not needed for the game:Phase World booksManhuntersMutants in OrbitSkrapyersNinjas & SuperspiesRobotech booksRifts Bionics Sourcebook (not really sure how much of this is also covered by the HU books though)

Aliens Unlimited can be run as its own game, but the HU2 main book does help to resolve some of the game mechanics. I recommend using the Aliens Unlimited books, the HU2 main book and the GMG for spacefaring games.

I do not have this book or the galaxy guide and was more just wondering if these books are conversion books for the rifts dimension books for heroes unlimited, or have their own worlds to play heroes in or something else?

Both are ----sourcebooks---- for the HU setting, focused on the >>playing a space game<< in the milkyway galaxy.While they do have >>rifts conversion notes<< for most of the aliens and for the space-/starship stats, they are not ""conversion books"", because they are HU2 sourcebooks.(see the online store texts for more details.)

The Beast wrote:

Larsen wrote:

So then the aliens unlimited books would be all that was needed for space heroes adventures like the aforementioned guardians or like a lantern corps type setting?

Well you'd still need the HU2 book for character creation, and maybe the HUGMG. And if you're doing something set in space you'd definitely want the AUGG because it has the best starship construction rules in any Palladium book, plus it expands the AU setting more.

agrees with beast on the above. the HU2 MB is still needed for char creation.And, even thou the star-/spaceship construction text is the best in any PB gamebook, they are still lacking in the mundane ship-systems and have omitted all magical ship-systems. Since there is no TW anything in the HU setting all the magic ships will ether be pure magic of some form of techno magic, (that is not TW.)

Larsen wrote:

I already have hu2nd ed, but I should look at the GMG in addition to the alien books. But what about the powers books for unique hero/anti-hero/villains? Any other HU books that might help?

The stinky books (PU1/2/3, stinky is just a pun ) just have powers.

For already stated out heroes, villeins, and crims AU, GRam. Island, Century Station and VU are the books. You just need to wave the GM wand and change name and race. Otherwise, they are not ""Needed"".

Just remember there are no Character Classes in HU. Their Char Templates are based around the char/s powers so are called Power Categories. Which, Some, are more like outlines to modify to make a char from. Example is the aliens PC. most of the table make broad assumptions about the char being made. Which are not always the details you want for your character.

_________________Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

I will take it that you mean a complete list of skills (because I do know that the AU:GG book does list some new skills in it) and it seams you are not talking about these.

There is no complete list of skills other then what is in the setting's main book. Even with that list it does not include the skills introduced in AU:GG.

_________________Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

I will take it that you mean a complete list of skills (because I do know that the AU:GG book does list some new skills in it) and it seams you are not talking about these.

There is no complete list of skills other then what is in the setting's main book. Even with that list it does not include the skills introduced in AU:GG.

Not exactly, what I mean is the "Expanded Alien Education and Skill Table" that is mentioned on page 190 of the AUGG but was somehow left out of the book. It was intended to replace the education and skills list for Aliens from HU2 page 95.

_________________Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

I already have hu2nd ed, but I should look at the gmg in addition to the alien books. But what about the powers books for unique hero/anti-hero/villains? Any other hu books that might help?

The three PU books will add to the available powers you can use. I don't recall anything being alien-specific in them, but I'm sure there's something that could fit (Super Soldier comes to mind). If I were to be in an AU setting game I'd have the following books:

These are great for plundering idea's from. As well as for the cobbled together setting it gives(if you don't want to make your own or like to twist or take ideas from).ArU has some interesting variants of the Mystically Bestowed.

_________________Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.

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